Hindrance (Minor) Vengeful: He and his family were taken advantage of once. Never again.

Edges

Edge: Scholar: Knowledge Computers and Electronics (Hindrance)

Edge: Master of Magic (HJ Roll)

Edge: Thief (HJ Roll)

Edge: Brave (Advance)

D’Norrr Racial Traits

Distinctive D-Bee when dealing with the Coalition: -4 to Charisma

Intelligent and Spiritual

Natural Arcane Affinity

Personable

Mystic RifterCan't get away: You are known far and wide as a hero that is ruthless in their pursuit for justice. Any time you shake an opponent that opponent actually takes wound. This will take most extras out of play and make wild cards think twice about what ever you got up your sleeve.

Iconic Framework

Arcan Background (Weird Science): See Gizmos below

Arcane Machinist: Begins with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the can produce a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the 10 PPE pool. With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. Arcane Machinist is usable 5 times per session.

Gizmo is a sword consisting of the Damage Field Power with the Telekinetic Crushing Force trapping. Damage is 2d6+4 to anyone who attacks the user and is adjacent or Str+2d6+4 if used as an attack. Can also be used as a touch attack to deal field Damage minus Str. A raise raises the 2d6 damage to 2d8. The Maga Power starts at 2d8 and does Mega Damage with a raise increasing damage to 2d10 or increasing the field to an MBT.

PII Scanner(detect arcana/exalted detect arcana): 3/5 PPE, Sight, 3 (1/round). Personally Identifiable Information is something that you usually want to keep to yourself. Not so for magic users and supernatural creatures with this gizmo. The PII Scanner tells you all you need to know with regards to magical capability and supernatural habits. Luckily HIPAA laws don't exist on Rifts earth.

Trappings

(Brave)Knowledge is power and the more you know, the less scared you are. The user gains +1 to spirit checks vs fear, and on a raise +1 spirit die type increase

Sense Dep(rivation) Spray (conceal arcana/exalted conceal arcana): 2/4 PPE, Sight, 1 hour (1/hour). It’s best to just whip up a gadget specific to B&E job or to slip into somewhere undetected. Dog-Boys, Psi-Stalkers, and nosy psychics are a constant. That’s what Sense Dep. Spray is for. Use it on your clothes, gear, heck use it as deodorant. Send those Coalition rubes on wild goose chase while you’re at it.

Trappings

Conceal arcana with the ‘A Matter of Aesthetics’ trapping. The spray can be sprayed on things not only to conceal, but to appear as something else.

Liquid Crystal Contact Lens with Integrated Self Help Heads Up Display (boost trait/greater boost trait) : 3/5 PPE, Smarts/Smartsx2, 3 rounds (1/round). This liquid crystal contact lens is placed in the eye and then flash frozen to permanently bond to the eye. It is normally clear but houses a complex supercomputer (and a little magic) that will provide the optimal way to accomplish any task through complex algorithms and analysis of the viewed situation. When activated, the heads up display guides the wearer through the most optimal way to achieve the goal.

Trapping

A reskinning of the Temporal Trapping, the computer analyzes a 1000 different possibilities, the lens grants a d4 in any untrained skill.
Always grants raise effect so +2 die for the normal use of the gizmo and +4 die for the Mega power version.

Neural Disruptor (lower trait/greater lower trait) : 2/4 PPE, Smarts/Smartsx2, 3 rounds (1/round). This stun gun activated by Shooting and fires a pulse of dirsrupting energy that scrambles the nervous system and reduces the capabilty of the targt to perform their current task.

Trapping

Biomanipulation -Paralysis. The victim's trait is lowered by one die type with lower trait and two die type with greater lower trait. In addition (since the power always is considered to gain a raise), the victim must also roll Vigor check or be incapacitated by being paralyzed. Unlike a normal incapacitation, they are locked rigidly in place, cannot move, take any action, and are considered helpless. Each subsequent round, the victim may roll Vigor to revive to Shaken and in the hands of Remington, this also causes a wound.

TW-13 Field Mechanic : This is the Techno-Wizard version of the popular TX-13. Customized and stylized specifically for Techno-Wizards. The first this done was to magically convert the armor to Techno-Wizardry. Of course, the design relies on arcane force fields to continue to provide environmental protection and implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide all of the features of the T-13’s helmet---because wearing a helmet it just not cool. But the TW-13 goes further than that by getting rid of the mechanical arm and replacing it with a completely telekinetic extension. Additional added features allow the Techno-Wizard to make repairs anytime and anywhere--you never know when you need to build the plane mid-flight. With this suit of armor, the Techno-Wizard always has exactly what he needs and is overall just better at being the best.

Remington grew up in the ‘Burbs. His childhood was as normal as it could be as a D-Bee on the outskirts of Chi-Town. His parents ran a small antiquities shop that occasionally stocked the minor enchanted item. It also was a front for the Black Market. Credits passed through and were laundered by the shop on a weekly basis. Remmy’s father, having some skill with magic, also did the occasional Rift Runner job. In return, the Staghorns never went hungry and were protected by the Black Market.

Remington had his father’s talent for magic but unlike his parents, wanted nothing to do with old books and antiques. Remmy loved technology and was always trying to find the latest holo-games, VR gear, and computer systems. This upset his mother but his father allowed it seeing it as a way for his son to get out from underneath the thumb of the Black Market.

When Remmy was seventeen, his mother passed from an unknown illness. Remington was devastated but his father was more angry. He never said anything but his Rift Runner jobs became more and more frequent and Remmy saw him less and less. Looking back, all of this coincided with his father getting pinched and losing an item on a run and the arrival of a new Captain for the neighborhood, a vicious Vanguard Brawler named Lucius.

Lucius ruled with an iron fist. Brutally punishing those who posed a threat or failed him. Lucius also took an interest in Remington. The young D’Norr had a knack for hacking cred sticks. Soon Remmy was making real cash. He got a suit of armor that was the envy of all of his friends and also helped him with his work. Seemed Lucius was forgiving if Remmy happened to wipe a cred stick. At least that is what Remington thought, in reality Remmy’s father was forced to go on more and more runs and the family shop soon was taken over to sell stolen and illicit entertainment gear.

One day his father didn’t come home. When Remmy inquired to Lucius about what happened, the Brawler laughed. He’d happened to be drunk and his cruel nature unchecked told Remington the whole story of how his mother’s death was actually poison and that it was a mercy really to for all of the work the family had done for the Black Market. Still someone had to pay, and since the shop could not keep up with the laundering of credits, Remmy’s father had to go on more runs. Everytime Remington wiped a cred stik, Remmy’s father would need to do a run to make up for it. The bigger the lost amount, the more dangerous the run--until there was one that was too dangerous.

Remington, his eyes now open, was furious. He couldn’t hit Lucius directly, but he could fix it so the spiny bastard got what he deserved. It took time, but Remmy was patient. Slowly. over the course of a few years. stockpiling weapons and a hoverbike, the D’Norr waited for his moment. All the while doing his job hacking cred sticks. Finally, one of the local Bosses came into collect payment and Remington made sure he wiped the credits from the cred stick Lucius was handing over. Remington did not wait around, but he heard later punishment was brutal and swift. Remington didn’t care. He turned his hover-bike towards Castle Refuge. Time to do some good with the skills he had.

Trappings: Overall, I love it!
—The lower trait trapping would be more along the line of the raise effect is replaced by the incapacitation effect ( which is just a retrapp on sleep).
—Damage Field: Should be STR+2d6, since it is a vibro sword I’ll give you 4AP on it for +1 ppt cost ( just keep in mind attacking the sword itself could interrupt or even dispel the power).

The sig item... I would preffer the following but I understand I am in the minority on what the word appropriate means to the item.
-TW bonus only apply to build rolls
-Smart Die increase: +1 extra gaget built with arcane machinist.

My reservations are 2 fold. First armor does not increase smarts or help with TW so I would not see it appropriate. Given the flavor text I could see the above suggestions being fine. Second, as a player I do not really want badguys to be able to have gear that had any bonus imagined on their gear. Seems weird, I know, because GMs can build villians however they want, but I think the unspoken social contract at the table should be fair for both sides.

Like I said, I am in the minority on this one for sure and expect the item to pass as is.

Hindrences: Curious is a major. I am fine with it, just wanted to point that out.

EP puchases: NG-357 Magnum-Turbo Hovercycle is not restricted. As a heads up, there will be an opportunity to requisition some extra gear.

Skills and Attributes: Can you please provide a pt break down of them?

Pender Lumkiss wrote:The sig item... I would preffer the following but I understand I am in the minority on what the word appropriate means to the item.
-TW bonus only apply to build rolls
-Smart Die increase: +1 extra gaget built with arcane machinist.

My reservations are 2 fold. First armor does not increase smarts or help with TW so I would not see it appropriate. Given the flavor text I could see the above suggestions being fine. Second, as a player I do not really want badguys to be able to have gear that had any bonus imagined on their gear. Seems weird, I know, because GMs can build villians however they want, but I think the unspoken social contract at the table should be fair for both sides.

The base armor adds a bonus to Repair that would apply to all uses of the skill. How is a bonus to TW skill any different?
Do we not have a plethora of approved signature items that grant a variety of bonuses to a variety of skills and attributes? Why would the armor not be able to stimulate the character's brain to increase their Smarts stat? It's unconventional, but if it's a techno-wizard's suit of armor, perhaps it's been rigged to juice their head. I might be less inclined to allow the armor to grant another build gadget by virtue of the stat increase, but I'm also not 100% opposed to that, either.
Not a character for my game, but I'm just curious about the reasoning behind a suit of magic armor being able to stimulate the physical attributes, but not somehow augment Smarts.

I went ahead and changed it to +1 Str die and +2 armor for the signature item. To me, that is just as effective and in line with what armor can do.

Top the other points:

1. Curious: Fixed and thanks for that catch.

2. Not sure I am following on lower trait. The Bio-Manipulation - Paralysis trapping says it replaces the raise effect with paralysis. So if you get a raise on a standard lower trait it lowers the trait by one die and causes paralysis instead of lowering the trait two die. If that wasn't clear I will edit and copy/paste it from the House Rule trappings. Sorry about that.

3. Damage Field: Again, I think I should have done a better job of writing it out. The telekinetic aura replaces the raise effect with a damage field raise effect with an additional damage field effect. So instead of going from 2d6 to 2d8, it does 2d6+2d4. The extra +2 is because of my HJ roll of doing +2 damage with damaging powers and TW weapons and my HJ roll of always getting the raise effect with the power. I did this because I wanted the gizmo to be a weapon (I read this is how Martial Artists trap the power in Deadlands) and not have the MBT on the Mega Power version. If if its the stacking of the damage fields that's an issue, I will re-work. Not sure how attacking with it could interrupt or dispel the power as that is part of the power description.

4. EP on the hover-cycle. I figured it was a big enough ask to replace a tool kit with a vehicle but maybe I can fill the mod slots up with TW vehicle weapons to get it to a restricted level.

Right now the trapping on lower trait is: Biomanipulation _ Paralysis. A raise causes the target’s nervous system to lock up. The victim must also roll Vigor or be incapacitated by being paralyzed. Unlike a normal incapacitation, they are locked rigidly in place, cannot move, take any action, and are considered helpless. Each subsequent round, the victim may roll Vigor to revive to Shaken.

As a note, I am no longer in this game so I do not have a stake in it. But when I asked Clint about this he said a TW item to enhance a Build Roll would need to enhance all three build skills and could not enhance only one skill.

Pender Lumkiss wrote:The sig item... I would preffer the following but I understand I am in the minority on what the word appropriate means to the item.
-TW bonus only apply to build rolls
-Smart Die increase: +1 extra gaget built with arcane machinist.

My reservations are 2 fold. First armor does not increase smarts or help with TW so I would not see it appropriate. Given the flavor text I could see the above suggestions being fine. Second, as a player I do not really want badguys to be able to have gear that had any bonus imagined on their gear. Seems weird, I know, because GMs can build villians however they want, but I think the unspoken social contract at the table should be fair for both sides.

The base armor adds a bonus to Repair that would apply to all uses of the skill. How is a bonus to TW skill any different?
Do we not have a plethora of approved signature items that grant a variety of bonuses to a variety of skills and attributes? Why would the armor not be able to stimulate the character's brain to increase their Smarts stat? It's unconventional, but if it's a techno-wizard's suit of armor, perhaps it's been rigged to juice their head. I might be less inclined to allow the armor to grant another build gadget by virtue of the stat increase, but I'm also not 100% opposed to that, either.
Not a character for my game, but I'm just curious about the reasoning behind a suit of magic armor being able to stimulate the physical attributes, but not somehow augment Smarts.

Can I get a link to the EP gear swap requests? I am personally uncomfortable with gear being swapped out for other gear that is not even the same type. If the requests themselves had what items were being swapped out and it got approved then so be it. I did discuss this with VV and some of the other GMs in the cabal. It does seem the gear swap is for same type items. So like if you started with a plasma rifle and wanted to switch it out for a CS plasma rifle. Or if you started with a laser pistol and wanted to swap it out for a CS laser pistol. If you got a vehicle from rich and wanted to swap it out for a CS vehicle.

That being said if the request was clear on what was being swapped and got approved then you are good to go!

The links are in the gear section of the character sheet so I when I got moved to the forum, I thought it was good to go--that was my assumption so sorry about that. The request went through the new system where you just do the transfer through the ledger. The record of the transfer is here: